This executive summary provides a breakdown of the key features for the VR training simulation for TRUMPF’s Drive Laser system. The total hours estimated for each feature are also provided, alongside the overall development timeline including pre-production.
Features
| Feature | Hours | Description | |
|---|---|---|---|
| Features | 1. Simulation Framework | 110 hours | Core architecture development, initial setup of the VR framework using Unity’s physics engine, and integration of Meta Quest 3 hand tracking. |
| Features | 2. Tool-Based Interactions | 90 hours | Design and implementation of precision-based hand tracking and physics-driven interactions with tools (wrenches, hex keys, etc.). |
| Features | 3. Component Disassembly & Matchbox Handling | 120 hours | Physics-based disassembly of matchboxes and RF ducting. Two-handed interaction simulations. |
| Features | 4. Instructional Guidance System | 150 hours | Development of dynamic instructional UI, wrist-mounted interface, text-to-speech, and holographic guidance systems. |
| Features | 5. Assessment and Training Modes | 70 hours | Implementation of guided and unguided (assessment) modes, performance tracking, and feedback loops. |
| Features | 6. Environmental Interactions & Explorer Mode | 70 hours | Integration of room-scale VR (3x3 meter environment) with ladder interaction and teleportation (Explorer Mode). |
| Features | 7. Performance Tracking and Detailed Metrics | 40 hours | Design and development of the assessment system that tracks task completion metrics and provides feedback. |
| Features | 8. Lesson Navigation & Wrist-Mounted UI | 70 hours | Development of lesson navigation UI, wrist-mounted interface for managing sessions, and interactive feedback. |
| Features | 9. Preproduction Requirements | 40 hours | Refinement of lesson scripts, UI designs, 3D model optimizations, and animation workflows. |
| Features | 10. Testing Environment | 30 hours | Set up a controlled environment for testing tool interactions, hand tracking, and instructional guidance systems. |
| Features | 11. Troubleshooting on Demand | 60 hours | Optional real-time troubleshooting system for on-demand assistance during training. |
| Features | 12. 3D Assets and Animation Production | 180 hours | Creation and optimization of all required 3D models and animations. |
| Features | 13. Audio & Feedback Systems | 20 hours | Design and implementation of audio feedback systems and text-to-speech for instructional guidance. |
| Features | 14. UI/UX Testing and Refinement | 40 hours | Usability testing for UI elements, gathering feedback, and refining the interface based on user interactions. |
| Features | 15. Backend & Data Storage | 50 hours | Setting up the backend for securely storing and retrieving user data, including training progress and performance metrics. |
Total Hours Estimate: 1200 hours
Development Timeline (Resource-Based)
| Phase | Focus |
|---|---|
| Preproduction | Core framework setup, lesson scripts, UI design, and 3D model optimization |
| Phase 1 | Core system development, UI implementation, tool-based interactions, hand tracking |
| Phase 2 | Guidance system integration, interaction refinement, performance tracking |
| Phase 3 | Final integration, troubleshooting system, comprehensive testing |
| Testing & Final Adjustments | Comprehensive testing and bug fixes |
| Total Duration | 4 Months |
Preproduction Phase: 1 Month
- Team: Lead Developer, 3D Artist/Animator, Project Manager
- Focus: Core framework setup, refinement of lesson scripts, UI design, 3D model optimization, and animation setup.
- Resources:
- Lead Developer: Full-time on simulation framework setup and planning for core system development.
- 3D Artist: Full-time on model and animation preproduction work.
- Project Manager: Part-time on coordinating preproduction activities and planning.
Phase 1: Core System & UI Development (Month 1-2)
- Team: Lead Developer, VR Interaction Developer, 3D Artist, UI/UX Designer
- Focus: Core system development, UI implementation, tool-based interactions, and hand tracking integration.
- Resources:
- Lead Developer: Full-time on core system development and hand tracking integration.
- VR Interaction Developer: Full-time on tool-based interactions and environmental setups.
- 3D Artist: Half-time on asset development for initial environments and tools.
- UI/UX Designer: Full-time on UI design and implementation for the wrist-mounted interface and lesson navigation.
Phase 2: Guidance System & Interaction Refinement (Month 2-3)
- Team: Lead Developer, VR Interaction Developer, 3D Artist
- Focus: Guidance system integration, refinement of tool-based interactions, and performance tracking.
- Resources:
- Lead Developer: Half-time on guidance system integration and backend setup.
- VR Interaction Developer: Full-time on environmental interactions and performance tracking.
- 3D Artist: Full-time on 3D asset creation and refinement for tools and environments.
Phase 3: Final Integration & Testing (Month 3-4)
- Team: Lead Developer, VR Interaction Developer, 3D Artist, QA/Test Engineer
- Focus: Final integration of guidance system, troubleshooting system, and comprehensive testing across all systems.
- Resources:
- Lead Developer: Part-time on backend integration and final system optimizations.
- QA/Test Engineer: Full-time on testing and troubleshooting.
- 3D Artist: Part-time on final asset optimizations.
- VR Interaction Developer: Full-time on testing and performance adjustments.
- Testing & Final Adjustments: 2 weeks
- Comprehensive testing across all systems, with all team members focused on final refinements and bug fixing.
Team Roster (6 Members)
Project Manager (1)
- Oversees the entire project lifecycle, ensuring the team meets deadlines, stays within budget, and communicates with stakeholders.
- Directly responsible for managing the sprint cycles, coordinating between departments, and ensuring alignment between development and client needs.
- Coordinates with the team to address risks and mitigate challenges.
Lead Developer (1)
- Core architect responsible for the development of the simulation framework, tool-based interactions, and integration of hand tracking.
- Ensures that Unity’s physics engine and Meta Quest 3 hand tracking work seamlessly, laying the technical foundation for the entire system.
- Focused on key epics: Simulation Framework, Tool-Based Interactions, Component Disassembly, and Performance Tracking.
VR Interaction Developer (1)
- Specializes in building the user interactions within the VR environment, including room-scale interactions, environmental interactions, and performance tracking.
- Leads the development of Environmental Interactions, Explorer Mode, and Audio and Feedback systems.
- Works with the Lead Developer to refine user experiences involving hand tracking and tool interactions.
3D Artist/Animator (2)
- Develops all 3D models and animations needed for the VR environment, tools, and components, ensuring they are optimized for performance in VR.
- Responsible for creating detailed, interactive models for tools, matchboxes, and environmental props.
- Leads work on epics: 3D Asset and Animation Production, Component Disassembly, and Instructional Guidance System.
QA/Test Engineer (1)
- Tests all systems and interactions within the VR environment to ensure functionality, usability, and performance.
- Develops comprehensive test plans for all interactions, tools, and UI components.
- Focused on testing across epics like Testing Environment.